Files
jak-project/game/kernel/jak3/klink.cpp
T
water111 4f537d4a71 [jak3] Set up ckernel (#3308)
This sets up the C Kernel for Jak 3, and makes it possible to build and
load code built with `goalc --jak3`.

There's not too much interesting here, other than they switched to a
system where symbol IDs (unique numbers less than 2^14) are generated at
compile time, and those get included in the object file itself.

This is kind of annoying, since it means all tools that produce a GOAL
object file need to work together to assign unique symbol IDs. And since
the symbol IDs can't conflict, and are only a number between 0 and 2^14,
you can't just hash and hope for no collisions.

We work around this by ignoring the IDs and re-assigning our own. I
think this is very similar to what the C Kernel did on early builds of
Jak 3 which supported loading old format level files, which didn't have
the IDs included.

As far as I can tell, this shouldn't cause any problems. It defeats all
of their fancy tricks to save memory by not storing the symbol string,
but we don't care.
2024-01-16 19:24:02 -05:00

656 lines
22 KiB
C++

#include "klink.h"
#include "common/common_types.h"
#include "common/goal_constants.h"
#include "common/symbols.h"
#include "game/kernel/common/fileio.h"
#include "game/kernel/common/klink.h"
#include "game/kernel/common/kprint.h"
#include "game/kernel/jak3/kmalloc.h"
#include "game/kernel/jak3/kscheme.h"
#include "game/mips2c/mips2c_table.h"
#include "third-party/fmt/core.h"
namespace {
bool is_opengoal_object(void* data) {
u32 first_word;
memcpy(&first_word, data, 4);
return first_word != 0 && first_word != UINT32_MAX;
}
constexpr bool link_debug_printfs = false;
} // namespace
void link_control::jak3_begin(Ptr<uint8_t> object_file,
const char* name,
int32_t size,
Ptr<kheapinfo> heap,
uint32_t flags) {
if (is_opengoal_object(object_file.c())) {
m_opengoal = true;
// save data from call to begin
m_object_data = object_file;
kstrcpy(m_object_name, name);
m_object_size = size;
m_heap = heap;
m_flags = flags;
// initialize link control
m_entry.offset = 0;
m_heap_top = m_heap->top;
m_keep_debug = false;
m_opengoal = true;
m_busy = true;
if (link_debug_printfs) {
char* goal_name = object_file.cast<char>().c();
printf("link %s\n", m_object_name);
printf("link_control::begin %c%c%c%c\n", goal_name[0], goal_name[1], goal_name[2],
goal_name[3]);
}
// points to the beginning of the linking data
m_link_block_ptr = object_file + BASIC_OFFSET;
m_code_size = 0;
m_code_start = object_file;
m_state = 0;
m_segment_process = 0;
ObjectFileHeader* ofh = m_link_block_ptr.cast<ObjectFileHeader>().c();
if (ofh->goal_version_major != versions::GOAL_VERSION_MAJOR) {
fprintf(
stderr,
"VERSION ERROR: C Kernel built from GOAL %d.%d, but object file %s is from GOAL %d.%d\n",
versions::GOAL_VERSION_MAJOR, versions::GOAL_VERSION_MINOR, name, ofh->goal_version_major,
ofh->goal_version_minor);
ASSERT(false);
}
if (link_debug_printfs) {
printf("Object file header:\n");
printf(" GOAL ver %d.%d obj %d len %d\n", ofh->goal_version_major, ofh->goal_version_minor,
ofh->object_file_version, ofh->link_block_length);
printf(" segment count %d\n", ofh->segment_count);
for (int i = 0; i < N_SEG; i++) {
printf(" seg %d link 0x%04x, 0x%04x data 0x%04x, 0x%04x\n", i, ofh->link_infos[i].offset,
ofh->link_infos[i].size, ofh->code_infos[i].offset, ofh->code_infos[i].size);
}
}
m_version = ofh->object_file_version;
if (ofh->object_file_version < 4) {
// three segment file
// seek past the header
m_object_data.offset += ofh->link_block_length;
// todo, set m_code_size
if (m_link_block_ptr.offset < m_heap->base.offset ||
m_link_block_ptr.offset >= m_heap->top.offset) {
// the link block is outside our heap, or in the top of our heap. It's somebody else's
// problem.
if (link_debug_printfs) {
printf("Link block somebody else's problem\n");
}
if (m_heap->base.offset <= m_object_data.offset && // above heap base
m_object_data.offset < m_heap->top.offset && // less than heap top (not needed?)
m_object_data.offset < m_heap->current.offset) { // less than heap current
if (link_debug_printfs) {
printf("Code block in the heap, kicking it out for copy into heap\n");
}
m_heap->current = m_object_data;
}
} else {
// in our heap, we need to move it so we can free up its space later on
if (link_debug_printfs) {
printf("Link block needs to be moved!\n");
}
// allocate space for a new one
auto new_link_block = kmalloc(m_heap, ofh->link_block_length, KMALLOC_TOP, "link-block");
auto old_link_block = m_link_block_ptr - BASIC_OFFSET;
// copy it (was ultimate memcpy, but just use normal one to make it easier)
memmove(new_link_block.c(), old_link_block.c(), ofh->link_block_length);
m_link_block_ptr = new_link_block + BASIC_OFFSET;
// if we can save some memory here
if (old_link_block.offset < m_heap->current.offset) {
if (link_debug_printfs) {
printf("Kick out old link block\n");
}
m_heap->current = old_link_block;
}
}
} else {
ASSERT_MSG(false, "UNHANDLED OBJECT FILE VERSION");
}
if ((m_flags & LINK_FLAG_FORCE_DEBUG) && MasterDebug && !DiskBoot) {
m_keep_debug = true;
}
} else {
m_opengoal = false;
if (heap == kglobalheap) {
jak3::kmemopen_from_c(heap, name);
m_on_global_heap = true;
} else {
m_on_global_heap = false;
}
m_object_data = object_file;
kstrcpy(this->m_object_name, name);
m_object_size = size;
// l_hdr = (LinkHdrWithType*)this->m_object_data;
LinkHeaderV5* l_hdr = (LinkHeaderV5*)m_object_data.c();
m_flags = flags;
u16 version = l_hdr->core.version;
ASSERT(version == 5); // I think, since there's only a work v5.
m_heap_top = heap->top;
// this->unk_init1 = 1; TODO
m_busy = true;
m_heap = heap;
// this->m_unk_init0_0 = 0; TODO
m_keep_debug = false;
m_link_hdr = &l_hdr->core; // m_hdr_ptr
m_code_size = 0;
// this->m_ptr_2 = l_hdr; just used for cache flush, so skip it! not really the right thing??
// this->m_unk_init0_3 = 0; TODO
// this->m_unk_init0_4 = 0; TODO
// this->m_unk_init0_5 = 0; TODO
if (version == 4) {
ASSERT_NOT_REACHED();
} else {
m_object_data.offset = object_file.offset + l_hdr->core.length_to_get_to_code;
if (version == 5) {
static_assert(0x50 == sizeof(LinkHeaderV5));
size = (size - l_hdr->core.link_length) - sizeof(LinkHeaderV5);
} else {
ASSERT_NOT_REACHED();
}
m_code_size = size;
if ((u8*)m_link_hdr < m_heap->base.c() || (u8*)m_link_hdr >= m_heap->top.c()) {
// the link block is outside our heap, or in the allocated top part.
// so we ignore it, and leave it as somebody else's problem.
// let's try to move the code part:
if (m_heap->base.offset <= m_object_data.offset && // above heap base
m_object_data.offset < m_heap->top.offset && // less than heap top (not needed?)
m_object_data.offset < m_heap->current.offset) { // less than heap current
if (link_debug_printfs) {
printf("Code block in the heap, kicking it out for copy into heap\n");
}
m_heap->current = m_object_data;
}
} else {
m_moved_link_block = true;
if (m_link_hdr->version == 5) {
// the link block is inside our heap, but we'd like to avoid this.
// we'll copy the link block, and the header to the temporary part of our heap:
// where we loaded the link data:
auto offset_to_link_data = m_link_hdr->length_to_get_to_link;
// allocate memory for link data, and header
auto new_link_block_mem = kmalloc(m_heap, m_link_hdr->link_length + sizeof(LinkHeaderV5),
KMALLOC_TOP, "link-block");
// we'll place the header and link block back to back in the newly alloated block,
// so patch up the offset for this new layout before copying
m_link_hdr->length_to_get_to_link = sizeof(LinkHeaderV5);
// move header!
memmove(new_link_block_mem.c(), object_file.c(), sizeof(LinkHeaderV5));
// move link data!
auto old_link_block = object_file.c() + offset_to_link_data;
memmove(new_link_block_mem.c() + sizeof(LinkHeaderV5), old_link_block,
m_link_hdr->link_length);
// update our pointer to the link header core.
m_link_hdr = &((LinkHeaderV5*)new_link_block_mem.c())->core;
// scary: update the heap to kick out all the link data (and likely the actual data too).
// we'll be relying on the linking process to copy the data as needed.l
if (old_link_block < m_heap->current.c()) {
if (link_debug_printfs) {
printf("Kick out old link block\n");
}
m_heap->current.offset = old_link_block - g_ee_main_mem;
}
} else {
ASSERT_NOT_REACHED();
}
}
}
if ((m_flags & LINK_FLAG_FORCE_DEBUG) && MasterDebug && !DiskBoot) {
m_keep_debug = true;
}
}
}
uint32_t link_control::jak3_work() {
auto old_debug_segment = DebugSegment;
if (m_keep_debug) {
DebugSegment = s7.offset + true_symbol_offset(g_game_version);
}
// set type tag of link block
uint32_t rv;
if (m_version == 3) {
ASSERT(m_opengoal);
*((m_link_block_ptr - 4).cast<u32>()) =
*((s7 + jak3_symbols::FIX_SYM_LINK_BLOCK - 1).cast<u32>());
rv = jak3_work_opengoal();
} else if (m_version == 5) {
ASSERT(!m_opengoal);
*(u32*)(((u8*)m_link_hdr) - 4) = *((s7 + jak3_symbols::FIX_SYM_LINK_BLOCK - 1).cast<u32>());
rv = jak3_work_v5();
} else {
ASSERT_MSG(false, fmt::format("UNHANDLED OBJECT FILE VERSION {} IN WORK!", m_version));
return 0;
}
DebugSegment = old_debug_segment;
return rv;
}
uint32_t link_control::jak3_work_v5() {
ASSERT_NOT_REACHED(); // save this for another day...
// TODO: there are some missing vars in begin. I just commented them out for now.
}
namespace {
/*!
* Link a single relative offset (used for RIP)
*/
uint32_t cross_seg_dist_link_v3(Ptr<uint8_t> link,
ObjectFileHeader* ofh,
int current_seg,
int size) {
// target seg, dist into mine, dist into target, patch loc in mine
uint8_t target_seg = *link;
ASSERT(target_seg < ofh->segment_count);
uint32_t* link_data = (link + 1).cast<uint32_t>().c();
int32_t mine = link_data[0] + ofh->code_infos[current_seg].offset;
int32_t tgt = link_data[1] + ofh->code_infos[target_seg].offset;
int32_t diff = tgt - mine;
uint32_t offset_of_patch = link_data[2] + ofh->code_infos[current_seg].offset;
// second debug segment case added for jak 2.
if (!ofh->code_infos[target_seg].offset || (!DebugSegment && target_seg == DEBUG_SEGMENT)) {
// we want to address GOAL 0. In the case where this is a rip-relative load or store, this
// will crash, which is what we want. If it's an lea and just getting an address, this will get
// us a nullptr. If you do a method-set! with a null pointer it does nothing, so it's safe to
// method-set! to things that are in unloaded segments and it'll just keep the old method.
diff = -mine;
}
// printf("link object in seg %d diff %d at %d (%d + %d)\n", target_seg, diff, offset_of_patch,
// link_data[2], ofh->code_infos[current_seg].offset);
// both 32-bit and 64-bit pointer links are supported, though 64-bit ones are no longer in use.
// we still support it just in case we want to run ancient code.
if (size == 4) {
*Ptr<int32_t>(offset_of_patch).c() = diff;
} else if (size == 8) {
*Ptr<int64_t>(offset_of_patch).c() = diff;
} else {
ASSERT(false);
}
return 1 + 3 * 4;
}
uint32_t ptr_link_v3(Ptr<u8> link, ObjectFileHeader* ofh, int current_seg) {
auto* link_data = link.cast<u32>().c();
u32 patch_loc = link_data[0] + ofh->code_infos[current_seg].offset;
u32 patch_value = link_data[1] + ofh->code_infos[current_seg].offset;
*Ptr<u32>(patch_loc).c() = patch_value;
return 8;
}
/*!
* Link type pointers for a single type in "v3 equivalent" link data
* Returns a pointer to the link table data after the typelinking data.
*/
uint32_t typelink_v3(Ptr<uint8_t> link, Ptr<uint8_t> data) {
// get the name of the type
uint32_t seek = 0;
char sym_name[256];
while (link.c()[seek]) {
sym_name[seek] = link.c()[seek];
seek++;
ASSERT(seek < 256);
}
sym_name[seek] = 0;
seek++;
// determine the number of methods
uint32_t method_count = link.c()[seek++];
// jak2 special
method_count *= 4;
if (method_count) {
method_count += 3;
}
// intern the GOAL type, creating the vtable if it doesn't exist.
auto type_ptr = jak3::intern_type_from_c(-1, 0, sym_name, method_count);
// prepare to read the locations of the type pointers
Ptr<uint32_t> offsets = link.cast<uint32_t>() + seek;
uint32_t offset_count = *offsets;
offsets = offsets + 4;
seek += 4;
// write the type pointers into memory
for (uint32_t i = 0; i < offset_count; i++) {
*(data + offsets.c()[i]).cast<int32_t>() = type_ptr.offset;
seek += 4;
}
return seek;
}
/*!
* Link symbols (both offsets and pointers) in "v3 equivalent" link data.
* Returns a pointer to the link table data after the linking data for this symbol.
*/
uint32_t symlink_v3(Ptr<uint8_t> link, Ptr<uint8_t> data) {
// get the symbol name
uint32_t seek = 0;
char sym_name[256];
while (link.c()[seek]) {
sym_name[seek] = link.c()[seek];
seek++;
ASSERT(seek < 256);
}
sym_name[seek] = 0;
seek++;
// intern
auto sym = jak3::intern_from_c(-1, 0, sym_name);
int32_t sym_offset = sym.cast<u32>() - s7;
uint32_t sym_addr = sym.cast<u32>().offset;
// prepare to read locations of symbol links
Ptr<uint32_t> offsets = link.cast<uint32_t>() + seek;
uint32_t offset_count = *offsets;
offsets = offsets + 4;
seek += 4;
for (uint32_t i = 0; i < offset_count; i++) {
uint32_t offset = offsets.c()[i];
seek += 4;
auto data_ptr = (data + offset).cast<int32_t>();
if (*data_ptr == -1) {
// a "-1" indicates that we should store the address.
*(data + offset).cast<int32_t>() = sym_addr;
} else if (*(data_ptr.cast<u32>()) == LINK_SYM_NO_OFFSET_FLAG) {
*(data + offset).cast<int32_t>() = sym_offset - 1;
} else {
// otherwise store the offset to st.
*(data + offset).cast<int32_t>() = sym_offset;
}
}
return seek;
}
} // namespace
uint32_t link_control::jak3_work_opengoal() {
// note: I'm assuming that the allocation we used in jak2/jak1 will still work here. Once work_v5
// is done, we could revisit this.
ObjectFileHeader* ofh = m_link_block_ptr.cast<ObjectFileHeader>().c();
if (m_state == 0) {
// state 0 <- copying data.
// the actual game does all copying in one shot. I assume this is ok because v3 files are just
// code and always small. Large data which takes too long to copy should use v2.
// loop over segments
for (s32 seg_id = ofh->segment_count - 1; seg_id >= 0; seg_id--) {
// link the infos
ofh->link_infos[seg_id].offset += m_link_block_ptr.offset;
ofh->code_infos[seg_id].offset += m_object_data.offset;
if (seg_id == DEBUG_SEGMENT) {
if (!DebugSegment) {
// clear code info if we aren't going to copy the debug segment.
ofh->code_infos[seg_id].offset = 0;
ofh->code_infos[seg_id].size = 0;
} else {
if (ofh->code_infos[seg_id].size == 0) {
// not actually present
ofh->code_infos[seg_id].offset = 0;
} else {
Ptr<u8> src(ofh->code_infos[seg_id].offset);
ofh->code_infos[seg_id].offset =
kmalloc(kdebugheap, ofh->code_infos[seg_id].size, 0, "debug-segment").offset;
if (ofh->code_infos[seg_id].offset == 0) {
MsgErr("dkernel: unable to malloc %d bytes for debug-segment\n",
ofh->code_infos[seg_id].size);
return 1;
}
memmove(Ptr<u8>(ofh->code_infos[seg_id].offset).c(), src.c(),
ofh->code_infos[seg_id].size);
}
}
} else if (seg_id == MAIN_SEGMENT) {
if (ofh->code_infos[seg_id].size == 0) {
ofh->code_infos[seg_id].offset = 0;
} else {
Ptr<u8> src(ofh->code_infos[seg_id].offset);
ofh->code_infos[seg_id].offset =
kmalloc(m_heap, ofh->code_infos[seg_id].size, 0, "main-segment").offset;
if (ofh->code_infos[seg_id].offset == 0) {
MsgErr("dkernel: unable to malloc %d bytes for main-segment\n",
ofh->code_infos[seg_id].size);
return 1;
}
memmove(Ptr<u8>(ofh->code_infos[seg_id].offset).c(), src.c(),
ofh->code_infos[seg_id].size);
}
} else if (seg_id == TOP_LEVEL_SEGMENT) {
if (ofh->code_infos[seg_id].size == 0) {
ofh->code_infos[seg_id].offset = 0;
} else {
Ptr<u8> src(ofh->code_infos[seg_id].offset);
ofh->code_infos[seg_id].offset =
kmalloc(m_heap, ofh->code_infos[seg_id].size, KMALLOC_TOP, "top-level-segment")
.offset;
if (ofh->code_infos[seg_id].offset == 0) {
MsgErr("dkernel: unable to malloc %d bytes for top-level-segment\n",
ofh->code_infos[seg_id].size);
return 1;
}
memmove(Ptr<u8>(ofh->code_infos[seg_id].offset).c(), src.c(),
ofh->code_infos[seg_id].size);
}
} else {
printf("UNHANDLED SEG ID IN WORK V3 STATE 1\n");
}
}
m_state = 1;
m_segment_process = 0;
return 0;
} else if (m_state == 1) {
// state 1: linking. For now all links are done at once. This is probably going to be fine on a
// modern computer. But the game broke this into multiple steps.
if (m_segment_process < ofh->segment_count) {
if (ofh->code_infos[m_segment_process].offset) {
Ptr<u8> lp(ofh->link_infos[m_segment_process].offset);
while (*lp) {
switch (*lp) {
case LINK_TABLE_END:
break;
case LINK_SYMBOL_OFFSET:
lp = lp + 1;
lp = lp + symlink_v3(lp, Ptr<u8>(ofh->code_infos[m_segment_process].offset));
break;
case LINK_TYPE_PTR:
lp = lp + 1; // seek past id
lp = lp + typelink_v3(lp, Ptr<u8>(ofh->code_infos[m_segment_process].offset));
break;
case LINK_DISTANCE_TO_OTHER_SEG_64:
lp = lp + 1;
lp = lp + cross_seg_dist_link_v3(lp, ofh, m_segment_process, 8);
break;
case LINK_DISTANCE_TO_OTHER_SEG_32:
lp = lp + 1;
lp = lp + cross_seg_dist_link_v3(lp, ofh, m_segment_process, 4);
break;
case LINK_PTR:
lp = lp + 1;
lp = lp + ptr_link_v3(lp, ofh, m_segment_process);
break;
default:
ASSERT_MSG(false, fmt::format("unknown link table thing {}", *lp));
break;
}
}
}
m_segment_process++;
} else {
// all done, can set the entry point to the top-level.
m_entry = Ptr<u8>(ofh->code_infos[TOP_LEVEL_SEGMENT].offset) + 4;
return 1;
}
return 0;
}
else {
printf("WORK v3 INVALID STATE\n");
return 1;
}
}
void link_control::jak3_finish(bool jump_from_c_to_goal) {
// CacheFlush(this->m_ptr_2, this->m_code_size);
auto old_debug_segment = DebugSegment;
if (m_keep_debug) {
// note - this probably doesn't work because DebugSegment isn't *debug-segment*.
DebugSegment = s7.offset + jak3_symbols::FIX_SYM_TRUE;
}
if (m_flags & LINK_FLAG_FORCE_FAST_LINK) {
FastLink = 1;
}
*EnableMethodSet = *EnableMethodSet + m_keep_debug;
if (m_opengoal) {
// setup mips2c functions
const auto& it = Mips2C::gMips2CLinkCallbacks[GameVersion::Jak3].find(m_object_name);
if (it != Mips2C::gMips2CLinkCallbacks[GameVersion::Jak3].end()) {
for (auto& x : it->second) {
x();
}
}
// execute top level!
if (m_entry.offset && (m_flags & LINK_FLAG_EXECUTE)) {
if (jump_from_c_to_goal) {
u64 goal_stack = u64(g_ee_main_mem) + EE_MAIN_MEM_SIZE - 8;
call_goal_on_stack(m_entry.cast<Function>(), goal_stack, s7.offset, g_ee_main_mem);
} else {
call_goal(m_entry.cast<Function>(), 0, 0, 0, s7.offset, g_ee_main_mem);
}
}
// inform compiler that we loaded.
if (m_flags & LINK_FLAG_OUTPUT_LOAD) {
output_segment_load(m_object_name, m_link_block_ptr, m_flags);
}
} else {
ASSERT_NOT_REACHED();
}
*EnableMethodSet = *EnableMethodSet - this->m_keep_debug;
FastLink = 0;
m_heap->top = m_heap_top;
DebugSegment = old_debug_segment;
m_busy = false;
if (m_on_global_heap) {
jak3::kmemclose();
}
return;
}
namespace jak3 {
Ptr<uint8_t> link_and_exec(Ptr<uint8_t> data,
const char* name,
int32_t size,
Ptr<kheapinfo> heap,
uint32_t flags,
bool jump_from_c_to_goal) {
if (link_busy()) {
printf("-------------> saved link is busy\n");
// probably won't end well...
}
link_control lc;
lc.jak3_begin(data, name, size, heap, flags);
uint32_t done;
do {
done = lc.jak3_work();
} while (!done);
lc.jak3_finish(jump_from_c_to_goal);
return lc.m_entry;
}
u64 link_and_exec_wrapper(u64* args) {
return link_and_exec(Ptr<u8>(args[0]), Ptr<char>(args[1]).c(), args[2], Ptr<kheapinfo>(args[3]),
args[4], false)
.offset;
}
u32 link_busy() {
return saved_link_control.m_busy;
}
void link_reset() {
saved_link_control.m_busy = 0;
}
uint64_t link_begin(u64* /*args*/) {
ASSERT_NOT_REACHED();
}
uint64_t link_resume() {
ASSERT_NOT_REACHED();
}
// Note: update_goal_fns changed to skip the hashtable lookup since symlink2/symlink3 are now fixed
// symbols.
/*!
* The ULTIMATE MEMORY COPY
* IT IS VERY FAST
* but it may use the scratchpad. It is implemented in GOAL, and falls back to normal C memcpy
* if GOAL isn't loaded, or if the alignment isn't good enough.
*/
void ultimate_memcpy(void* dst, void* src, uint32_t size) {
// only possible if alignment is good.
if (!(u64(dst) & 0xf) && !(u64(src) & 0xf) && !(u64(size) & 0xf) && size > 0xfff) {
if (!gfunc_774.offset) {
// GOAL function is unknown, lets see if its loaded:
auto sym_val = *((s7 + jak3_symbols::FIX_SYM_ULTIMATE_MEMCPY - 1).cast<u32>());
if (sym_val == 0) {
memmove(dst, src, size);
return;
}
gfunc_774.offset = sym_val;
}
Ptr<u8>(call_goal(gfunc_774, make_u8_ptr(dst).offset, make_u8_ptr(src).offset, size, s7.offset,
g_ee_main_mem))
.c();
} else {
memmove(dst, src, size);
}
}
} // namespace jak3